Kategorier: Alle - feedback - models - visibility - devices

af Andy Potts 16 år siden

623

‘The Psychopathology of Everyday Things’

Navigating the use of everyday objects can be challenging, even for experts. A crucial aspect of interaction is the presence of conceptual models, which are mental frameworks that guide users on how to operate devices.

‘The Psychopathology of Everyday Things’

‘The Psychopathology of Everyday Things’

Mapping

Example 1: The mapping on the washing machine in my house is bad as you change the settings on the dial but there is no way off seeing what they change has done
The more complex the functions/device the more confusing the mapping is for the user to understand
Mapping is the realtionship between two things such as a set of controls and the function they perform

Other

Conceptual Models
When things go wrong, conceptual models are harder to follow/rely on
A model idea on what to do already
Everybody has problems using some devices, even experts
The sheer number of everyday objects/devices

Feedback

Example 2: I have a touchscreen phone, everytime you touch a button the phone vibrates a small amount to let u know the button has been pressed, if the user touches a part of the screen that doesnt do anything there is no feedback and the user will know they havnt done what they intended.
Example 1: The washing machine in my house gives no feedback when they settings are changed, this is bad as because there is no feedback I don't know if what i intended to do has been done
No feedback means the user has no idea if what they wanted to do has happened, rendering the device useless
Gives the user confirmation they have done what they intended
Sending back to the user informtion on what has been done

Visibility

Example 2: I once had a microwave that had no obvious "start" button, you could easily pick the time and settings but it was hard to work out how to actually start the microwave
Example 1: Earlier in the year we had a washing machine in our house that worked by selecting a number on the dial, yet there was no obvious indication on what number did what
Poor Instructions make it hard for the user to learn what to do
Functions are often features but so hard to find or use that users just ignore them
Lack of clues on what to do make it hard for the user to do what they want
Correct parts should be visible

Affordances

Example 2: A blender that i used to have had a simple one button with an on/off function, it required no instructions as the affordance of just having a one button to push makes it obvious what to do
Example 1: The thermostat dial in my house requires no instructions as the fact that it is a dial means it is clear how to use it due to its affordance
'False Causeality' the idea that if something goes wrong by coinicedence or by something unrelated the user thinks they are responsible
Something that works by affordances shouldnt need instructions as the affordance means the user will already know what to do
Affordances are the percieved and actual properties of something
'Psychology of materials' people judge what to do with something on the material its made from